2.0 Fade Guide



  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Hmm didn't know that ZERG!!, but it brings up the point about scripts and whether you should use them or not, mine originally was going to be a cycyle bind that when I pressed mouse4 it would select slot2 and reset so when I pressed it again it was slot1 and so on. I decided to add a bit more automation to it.

    Now I will eventually try manual blinking, but I had problems with trying to metabolize out of fights (not good) many other people may have had the same problem, so I posted it to help them. BUT like all scripts it sacrifices control for convenience. That still doesn't mean scripts are BAD.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I had about one chance to blink in 2.0 and it was effing sexy

    this is a damn good thread for fades, they seem to be a more of a meelee type alien now. all the aliens deal with meelee atacks (lerk is the one who does ranged attacks)

    I can't really offer any more good advice so I amble away

  • CrisqoCrisqo Join Date: 2002-12-30 Member: 11625Members
    edited August 2003
    Allright, they way I see it is that for most 2.0 games you are only going to have 2 upgrade types (seeing as how once you get 3 hives the game is over anyways.) *

    Sensory/Defence or... The common fade (most games I play go S/D/M)

    I would think this is the most common type of fade and people made some good points about what sensory upgrade to get I won't bother putting them here. However...Cloak/SoF does give you a good if not better sneak attack advantage then silence can...If you plan right anyways.

    Sensory/Movement or...The really fun to play Ultimate Ninja Fade

    With the lack of a defense chamber, fades won't live very long, therefore, you may want to get silence, SoF, and stand next to a sensory chamber for complete cloakage (as opposed to only 90 - 95% of it.) With silence the marines will never even notice you until they inadvertently bump into you (forshame, you couldn't side step them? You need more help then I can provide) or until you kill one of their buddies. While attacking I suggest you work your way from the back up because, obviously, if you kill the first one they will all see you do it.

    Defence/Movement Fade or... NS 2.0 God: "You got defence first, WTH!!?"

    The upgrade I usually get from defence would have to be regeneration because it's more fun to be out in the field stalking stuff then constantly being redeemed back when you were kinda dead but not really or running back to the hive or the slow and painstaking process of sitting next to 2 defence chambers and healing....very....slowly....
    For movement i'd say go with either silence, so they can't hear you regenerate or celerity because strafing back and forth making them waste ammo before swooping in at an almost uncontrollable speed is pretty fun and safe to do...in 1v1's anyway, but I suppose it would work for 1v a few <b>stock</b> marines.

    *Sometimes a hive dies and you can put up another chamber
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--ZERG!!+Aug 4 2003, 11:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Aug 4 2003, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know if anybody has brought this up yet, but if you use blink <b>do not</b> hold the button down. You have to tap it or else it constantly drains your energy and you get no distance at all. Tap it once and aim upwards to "catapult" yourself. In large rooms you can slingshot yourself sky high, look down and blink down to earth on your nearest prey. I prefer flying up into the air first because you get a nice overview of the troop placement and can then make a pinpoint drop on one of them and then fly back out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    One thing I noticed about the new blink is that blinking while staying on the ground moves you much faster than blinking through the air.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Did you know that with adren, a fade can fly through the air indefinately like a spectator holding down forward?

    Also a really fast way to blink is to bhop it. Holding down crouch and jump will cause you to hop a little each time you blink, so you can tap blink just as you hit the ground and pick up some massive speeds at a fraction of the normal blink cost. You sacrifice your ability to turn when doing this though.

    <b>2 chamber strats - Revenge's version</b> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Sensory/Defense or.... "OMG n00b you screwed over our fades"
    With this all too common and entirely over-rated combination I usually go for cloaking and regen.

    Without adrenaline, the fade will only be able to knock a res tower down to 50% before running out of energy, it will then take you twice as long to metabolise back the health that the elec tf took, and then you have to wait for your energy to come back. That is why I prefer regen here, because it takes metabolising out of the equation (self-regen doesn't work while metabolising, nfi why though...), allowing you to recharge your energy faster and get back at that res tower.

    As for taking marines, ambushing is really your only option. You don't have the stamina to blink in, kill the armoury humpers and blink out like we'd all love to. So instead wait outside their base and swipe em as they leave.

    Sensory/Movement or... "OMG that fade is cheating!"
    Favourite upgrades here: Scent of Fear, Adrenaline

    All is good with the world when a fade gets this combination. Seeing as you can blink indefinately (even at 0 energy it still goes quite fast), you don't need cloaking. Simply use your SoF to see when the marines are about to round the corner, and if you need more time before fighting them marines then blink around to the next corner. You are the ultimate escape artist, capable of sensing the enemy's movements and capable of blinking into areas you could never dream of in 1.0x (ie the small crouching vents on the walls).

    When taking down res tower, you wont run out of energy when swiping or metabolising, so the only setback is how much the tf hurts you. You should be able to take down a solo electrified res/tfac in less than half the time of Sensory/Defense. SoF comes in handy here as it lets you know when the marines are about to reach you.

    Defense/Movement or... "OMG that fade is cheating! (again)"

    In my opinion this combination is just as good, if not better than SC/MC. I usually go for carapace and adrenaline here.

    Basically all the same SC/MC strats apply here, except that instead of being elusive and using SoF to keep away as you heal, you can usually kill off all of the marines nearby (as opposed to just some of them) and then metabolise.

    Electrified buildings fall even faster than usual since you can stand being zapped for longer.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One thing I noticed about the new blink is that blinking while staying on the ground moves you much faster than blinking through the air. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    not to be rude of anything but no.
    the friction from the ground slows you, and as soon as you release blink you stop (or slow to your run speed). I find the best way is to jump up and tap blink, the acceleration boost last till you hit hte ground, and by that time you have recovered all your energy (even with no adren). so you can move at unholy speeds for free. I dont know exactly bout revenges bhopin (i was never good at bhopin) but its similar.

    also do yall have any tips about how to connect with the fade slash, I have never had problems hiting with gore, or bite (skulkbite of the former lerkbite), yet fadeclaw has always been dificult for me to hit with, any tips about how to aim with them?
  • KinslayerKinslayer Join Date: 2003-01-21 Member: 12561Members
    I think I found the perfect example of what a fade should be. Although he no longer has the 1.04 teleblink, the new one is just as good. Go and watch the opening of X-men 2 where Nighcrawler pulls out one hell of a huge can of whup-**** in the White House.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Lt. Hendrickson+Aug 4 2003, 06:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt. Hendrickson @ Aug 4 2003, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SoulSkorpion+Aug 3 2003, 05:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Aug 3 2003, 05:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Basically, the way to Fade is exactly what me, Shockwave and others have been telling everyone since the early days of 1.04, to anyone who'd listen: acid rocket is nothing compared to claws. So start playing Fade the way we've been doing it all along - as a very big, very powerful skulk. Dodge as if you're a skulk. Circle strafe turrets. Don't you dare **** about acid rocket being moved. And, as with 1.04, <i>watch your energy</i>. Energy is life. Always make sure you have enough to blink back out.


    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A fade will generally lose 1 on 1 with a HA,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes. That's because they're bad Fades. Fade vs HA is exactly the same as Skulk vs LA - a good fade eats HA for breakfast, but even a good skulk can't handle five or six HA. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    a Good HA will kill the good fade if he has either a hmg or shotty. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Shotty: maybe.
    HMG: no.

    One-on-one, it's very easy to circlestrafe a HA\HMG and drop him. It was possible in 1.04, and if anything it's more possible in 2.0 since they tightened the cone of fire.

    As for shotguns... dodging shotgun fire is a very different skill to dodging machinegun fire, and it doesn't work on someone with good shotgun technique. Fewer people are as good with shotgun type weapons as they are with machinegun type weapons, so you rarely run into a HA\SHT who's a serious threat.

    Basically, you can dodge an average HMG, an average shotty, and a good HMG. You can't dodge a good shotgun (at least, not completely) but good shotgunners are rare.
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